Paladin
Base Class: Paladin

The Oath of Resilience, a powerful oath taken only by those who do not rely on the power of the gods. The oath attracts those who use their own strength to defend themselves against injustice. The power that comes from within cannot be compared to any power that a god could have given them. The paladins of this oath are strong warriors without equal who have sworn to protect others.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Inspiring Guardian. As a bonus action, you can grant your allies added confidence. You may choose any number of allies within 30 feet and grant temporary hit points equal to your paladin level that last until your next long rest.

Turn to Ash. As a bonus action, you gather the radiant magic from your oath and channel it into a word of power. All ogres, undead, or monsters that hear this word within 30 feet of you must pass a Wisdom Saving throw. If the creatures fail, they take damage equal to the amount of healing Hands points spent.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Binding

Starting at 7th level, your healing power radiates outward. Once per turn, when an allied creature within 10 ft. of you restores hit points from a spell or effect you use as an action or bonus action, you may choose another creature within that area - including yourself - that was not also healed by the same spell or effect. That creature restores half as many hit points as the initial target received.

Alternatively, if you choose yourself as the target for this feature, you may forgo restoring hit points and instead add the amount of hit points you would otherwise restore to your Lay on Hands pool. This cannot cause your Lay on Hands pool to go above its base daily amount.

At 18th level, the range of this aura increases to 30 feet.

Cloaked in Light

You can use your bonus action to wreathe yourself in magical golden flames.You become surrounded with fire that scorches your foes without harming you or your equipment. Each enemy creature within 10 feet of you must make a Dexterity saving throw. A target takes Radiant damage equal to 2d6 + half your paladin level on a failed save, or half as much on a success. Until the start of your next turn, the flames continue to burn, shedding bright light in a 20-foot radius and dim light for an additional 20 feet, and each enemy creature that ends its turn within 10 feet of you takes Radiant damage equal to 2d6 + half your paladin level. (You can use this feature up to 1 times per long Rest)

Eradicating Light

When you reach 20th level you can use your action to ignite one weapon you are holding with divine flame. The weapon is engulfed in roaring golden fire that doesn't harm the weapon or you. This fire sheds bright light in a 20-foot radius and dim light for an additional 20 feet, and lasts for 1 minute or until you stop holding the weapon. The fire cannot be extinguished
by normal means. Melee attacks you make using the flaming weapon have advantage. When you hit with such an attack, the attack deals an extra 1d10 fire damage and 1d10radiant damage, and if the target is flammable or is a creature, it is lit ablaze. Until someone takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns. If damage from the attack or the fire kills a target, the target is turned to ash. Once you have used this ability, you cannot use it again until you finish a long rest.(You can use this feature up to 1 times per long Rest)

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